Volume 2 The Thousand Worlds and the Complete Continent is still on leave.
The high fever has subsided, but it is still low-grade.
I owe it first.
(With the latest clone table)
Current clone: 2/2
(1) First doppelganger:
Codename: Ansu (male)
Race: Darkborn· Blood Raven'
Adventure Level: LV.20 (Level Lock: 20/20)
Rank: Lord of the Ravens (Ancient Elfa Continent, Darkspawn Legacy Sequence) (LV.5 Blood Ravens→ LV.10 Raven Commander→ LV.15 Dark Veil Commander →LV.20 Raven Lords)
Max Health: 259 (Regeneration Speed: 2.24/s)
Max Mana: 495 (Recovery Speed: 2.418/s)
SPUR: 240 (Recovery Speed: 3/S)
Magical Damage: 56
Spell Damage Increase: 20% (Dark Elemental +25%)
Body Armor: 3
Armor: 8
Solid equipment: 3
All Elemental Resistance: 10
All damage reductions: 5
Dark Elemental Affinity: 141
Blood affinity: 141
All Elemental Effects: 120% (Bloodline Effects: 150%)
Mana Amplification: 24%
Cooldown Reduction: 10%
Spell Lifesteal: 5%
Tenacity Waiver: 2
Will-Immunity: 6
Movement Speed: 13
Jump Force: 18
Strength: 7 (Base 6 + Class 1)
Constitution: 15 (base 8 + class 4 + talent 2 + equipment 1), attribute talent: health recovery (extraordinary): health recovery per second +1, health recovery speed increased by 20%.
Dexterity: 9 (Base 8 + Class 1)
Dexterity: 7 (base 6 + class 1)
Intelligence: 26 (base 9 + class 7 + talent 2 + equipment 5 + plus 3), attribute talent: Mind Law Network (extraordinary): All intelligence judgments gain +2 bonus.
Spirit: 18 (base 9 + class 4 + talent 1 + equipment 3 + plus point 1), attribute talent: mana mastery: all mana cost reduced by 15%.
Charisma: 5 (Base 5)
Talent:
Crow's Feast (Active): Summons a group of crows to damage all nearby enemies around you, dealing Dark Elemental damage to up to eight targets, a portion of the damage dealt will be converted into healing to restore your own health, and the damage dealt by this skill and the proportion of recovery will increase with the increase of your related strength. (Intelligence, Spirit, Constitution, Dark Elemental Affinity, and Magic Damage will significantly affect the effect of this skill)
Racial Talents:
Darkspawn (Passive) (cannot be upgraded): +2 Constitution, +10 Max Health, +20% Health Regeneration.
Blood Raven (Passive) (cannot be upgraded): Intelligence +2, Spirit +1, Max Mana +20, Spell Lifesteal +5%.
Traceability (Passive) (cannot be upgraded): Deals 5% increased spell damage and +10 Dark Elemental/Blood affinity.
Dance of the Blood Ravens (Active) (cannot be upgraded): Attacks nearby enemies with Blood Power inflicted with Dark Elemental Erosion, dealing damage equal to 120% of your Intelligence + 120% Constitution + 120% Magic Attack, and reducing the total armor of all hit targets by 30% for 10 seconds. Using this skill will deduct 10% of the caster's current health. Cooling: Half a natural day.
Specialty:
Lord of Darkness (Transcendent) (Passive) (LV.MAX): Increases damage dealt by 20%, cast speed by 20%, and Dark Elemental Affinity by 20% when using Dark Elemental Skills.
Blood Child (Transcendent) (Passive) (LV.MAX): Increases the effect of Blood Skills by 30% and Blood Affinity by 20%.
Mana Body (Transcendent) (Passive) (LV.MAX): Increases spell damage by 10%, increases total mana by 20%, increases mana regeneration by 30%, and converts 20% of total mana to maximum health.
Blood Conversion (Passive) (LV.MAX): Increases the healing effect of all abilities by 20%.
Darkspawn Magical Armor (Passive) (LV.MAX): When equipped with equipment that matches the attributes of the Darkspawn, equip armor +5, all elemental resistance +10, take all damage -5, and increase magic damage dealt by 5%.
Juggernaut's Wrist (Passive) (LV.MAX): All spell damage skills deal an additional separate Dark Elemental Damage equal to twice your Intelligence. Immunity to all mind control effects below the caster's Adventure level, increases max mana by 20%, and each time you use a spell, you will add a layer of 'Juggernaut' status to yourself ('Juggernaut': Increases self's spell damage by 5% and cast speed by 5%) for 15 seconds, stacking up to three stacks.
Terror Juggernaut (Transcendent) (Passive) (LV.MAX): All Dark Elemental and Blood Skills will temporarily summon a Dread Raven to fight for themselves after dealing damage to the target, the Dread Raven will inherit its own adventure level and gain a certain percentage of its own attribute bonus, and all damage dealt by the Dread Raven will corrode the target, while healing itself in a certain percentage. A maximum of 5 horror ravens can exist on the field at the same time, and each horror raven can exist for a maximum of 60 seconds.
Skill:
Bloodthirsty Grip (Bloodline Damage) (LV.MAX): Summons a giant Blood Claw to attack the target, dealing 125% (100%+(LV-1)*5%) Energy Damage + 75% (50%+(LV-1)*5%) Blood Damage upon successful hit. Cooldown: 8 seconds, Cost: 20 mana.
Hell of Suffering (Dark Elemental Damage) (LV.MAX): Inflict the 'Infernal Mark' on up to three enemy targets within a radius of 30 meters, inflicting pain on their bodies and souls, dealing 50% (30%+(LV-1)*4%) Dark Elemental Damage per second, and each time the Dark Elemental Damage is triggered, it will apply a high-intensity pain effect to the target's body and soul and amplify the target's pain. Duration: 15 seconds, Cooldown: 60 seconds, Cost: 40 mana.
Blood Suck (Blood Damage) (LV.MAX): Immediately and forcibly drains the blood of a target with trauma on the body, causing them to lose a certain amount of blood and take 150% (100% + (LV-1)*5%) blood damage, while recovering health equal to the damage value, and doubling the recovery effect when the caster's health is less than 30%. Cooldown: 10 seconds, Cost: 20 mana.
Dark Curtain Suppression (Dark Elemental Damage Class) (LV.6): Concentrate Dark Element to briefly suppress and damage all nearby enemies, dealing 75% (50%+(LV-1)*5%) Dark Elemental Damage to all enemy targets within a radius of 20 meters and making a judgment, if the judgment is successful, it will forcibly deprive the target of vision and suppress it (the caster's poor constitution, poor intelligence, poor spirit, and the caster's Dark Elemental Affinity will significantly affect the judgment) for 1.2 seconds. Cooldown: 12 seconds, Cost: 20 mana.
Raven Storm (Blood Damage) (LV.3): Summons crows around you and damages all nearby enemies, you can summon 5 crows based on it, and you can summon an additional 2 crows for each level of this skill. Each attack of the Raven can deal 15% blood element damage + 21% Dark Elemental damage, and each time the Raven deals damage to an enemy, it will recover 0.7% of its maximum health and maximum mana, and when the total number of damage of the Raven exceeds 20 times, it can detonate the skill in advance, causing (170% + the total number of damage times of the Raven * 7%) Dark Elemental Damage. Duration: 20 seconds, Cooldown: 180 seconds, Cost: 10% of current health + 20% of max mana.
Juggernaut's Gaze (Dark Elemental Damage) (LV.MAX): Summons a Dark Raven Dominator in a 3m x 3m area within a radius of 200 meters, granting vision to the area while dealing 150% Dark Elemental DMG to all enemies in the area and forcibly deducting 8% of their maximum health after a very short delay, reducing the movement speed of all hit targets by 20% for 3 seconds. Cooldown: 20 seconds, Cost: 50 mana.
Raven's Shadow (Dark Support) (LV.1): You can swap positions with any crow summoned by you, ignoring all power control effects on your body, with a maximum radius of 50 meters. Cooldown: 60 seconds, Cost: 10% mana.
Equip:
(1) 'Shadow Oppressor' (Rare) (Full Cloth Robe)
Weight: 1.2kg, Robust: 3, Durable: 60/60
Equipment Requirements: Intelligence 10 Spirit 10 Constitution 6
Armor: 3
Intelligence +2
Spirit +2
Gain +1 Constitution
Max Mana +20
Dark Persecution (Passive): Increases all Dark Elemental damage you deal by 5% and increases the chance of inflicting ailments by an additional 5%.
Amethyst Pattern (Passive): All skills gain 10% cooldown reduction, all skills mana cost reduced by 20%, mana amplification increased by 12%, and all elemental affinity increases by 4%.
(Oppressor: 8/8) Set Effect Activated: Shadow Barrier (Passive): Automatically generates a barrier every 15 seconds that blocks direct spell damage, ignoring most spell control effects when the barrier is present.
(2) 'Eye of Annihilation' (Rare) (Glove Staff)
Weight: 2.1kg, Robust: 5, Durability: 115/115
Equipment Requirements: Intelligence 10 Spirit 10 Constitution 6
Magic Damage: 30-30
Intelligence +3
Spirit +1
Max Health +30
Erosion Ripple (Passive): Ignores 10% armor and elemental resistance when dealing energy and elemental damage.
Crystal Energy (Passive): Increases mana amplification by 12%, increases all-element affinity by 4%, and increases the damage dealt by self by 1% each time you use the skill, and the effect stacks up to eight times, and the effect disappears after leaving the battle.
Permanent buffs obtained and permanent buffs used: Not available
(2) Second doppelganger:
Codename: Bordos (male)
Race: Pure-blooded Forest Elves
Adventure Level: LV.20 (Level Lock: 20/20)
Class: Musketeer (Eastern Kingdoms, Ancient Sequence) (LV.5 Musketeer→ LV.10 Musketeer→ LV.15 Musketeer→LV.20 Musketeer)
Max Health: 204 (Regeneration Speed: 0.6/s)
Mana: 118 (Recovery Speed: 0.5/s)
SP: 448 (Recovery Speed: 3.9/S)
Physical Damage: 57-57 (Type: Piercing)
Strength Effect: 25
Hit modifier: 31
Body Armor: 3
Armor: 5
Solid equipment: 4
All Elemental Resistances: 0
Natural affinity: 21
Ambulatory visual acuity: 32
Cooldown Reduction: 10%
Tenacity Exemption: 1
Immunity of the will: 1
Movement Speed: 37
Jump power: 46
Strength: 17 (Base 7 + Talent 2 + Class 4 + Equipment 3 + Plus 1), Attribute Talent: Forge: When you are holding the Torch, you are immune to the accuracy effects of movement and recoil.
Constitution: 15 (base 7 + talent 2 + class 3 + equipment 3), attribute talent: iron lung (extraordinary): Increases maximum stamina by 30% and reduces stamina consumption by 30%.
Dexterity: 21 (base 8 + talent 2 + class 5 + equipment 5 + plus point 1), attribute talent: catwalk: Moves silently and ignores 20% terrain influence.
Dexterity: 21 (base 7 + talent 2 + class 4 + equipment 6 + plus 2), attribute talent: trap mastery: double the speed of creating traps.
Intelligence: 7 (base 6 + talent 1)
Spirit: 9 (Base 7 + Talent 1 + Class 1)
Charisma: 9 (Base 7 + Talent 2)
Talent:
Breaking the Limit (Passive): Strength +2, Constitution +2, Agility +2, Dexterity +2, Max Health +20, Max Endurance +40.
Racial Talents:
Forest Guardian (Passive) (cannot be upgraded): Nature Affinity +10, Intelligence +1, Spirit +1, Movement Speed increased by 5%.
Ancient Noble (Passive) (cannot be upgraded): +2 Charisma, 1 extra point each time you earn a Specialty Point.
Nature Enhancement (Active) (cannot be upgraded): Instantly increases all of your base stats by 20% and restores 20% of your maximum health. Cooling: Half a natural day.
Specialty:
Stealth Shooter (Extraordinary) (Passive) (LV.MAX): As long as you are ready to shoot, you are automatically considered to have an additional 25 stealth modifiers and cannot be detected by Scout skills below your level, and greatly reduce your presence when you are not being watched by the target.
Sniper Grandmaster (Extraordinary) (Passive) (LV.MAX): When equipped with a Long Range Rifle, deals 15% increased physical damage and +20 hit modifier.
Precision Trajectory (Passive) (LV.MAX): Ignores all factors while the bullet is in range, with +10 hit modifier and 50% increased lock efficiency.
Armor Shattering Skill (Passive) (LV.MAX): Ignores the target's total armor by 15 points when it hits, increases the armor piercing value of the bullet by 5 points, and increases the durability of the equipment by 30%.
Ivan the Crazy (Extraordinary) (Passive) (LV.MAX): Halves the time it takes to place all explosive traps and prepare projectiles, deals 50% more damage and effects, ignores 10% of the target's total armor, 15 all elemental and all ailment resistances, 30% shield and applies critical damage for 30 seconds.
Instant Hunt (Extraordinary) (Passive) (LV.MAX): You can lock on to any 15m*15m area within range, and your next attack on a target in the area after aiming at the area for 5 seconds will deal 150% base damage, and each additional second will give the attack an additional 2 armor-piercing bonuses, up to a maximum of 10 seconds.
Indomitable Archer (Passive) (LV.MAX): Stamina cost is reduced by 30%, stamina recovery speed is increased by 30%, stamina is increased by 30%, max health is increased by 10%, and 10% of max stamina is converted to health.
Jumping Shadow (Passive) (LV.1): You still gain at least 60% of the Concealment bonus while moving, and the Concealment Reduction from your Concealment skill while moving will also be reduced, the farther away from the target, the better.
Skill:
Hammer Bullet (Buff) (LV.MAX): Accumulate your next attack, starting from the time you use the skill, every 5 seconds you will receive a 'Hammer' amplification, and each stack of 'Hammer' amplification will increase the final damage value of your next attack by 6%, up to a maximum of 5 stacks. Cooldown: 25 seconds, Cost: 15 mana.
Battlefield Rush (Buff) (LV.MAX): Increases your movement speed by 40% and instantly clears all slows from you for 15 seconds. Cooldown: 60 seconds, Cost: 10% stamina.
Mind Lock (Buff) (LV.MAX): Greatly increases one's concentration and increases one's dynamic vision by 30%, greatly reducing external influences. Duration: 15 seconds, Cooldown: 90 seconds, Cost: 10% stamina.
Lethal Musket (Musket Attack) (LV.MAX): If the next shot successfully hits the target's race Achilles' heel, it ignores the target's shield effect, and ignores half of the target's total armor and all damage reductions when the damage is settled, and the weakness damage increase of this weakness strike damage is increased by 50%, and the target with less than 20% health will be killed when successfully penetrating armor and body defense. Cooldown: 90 seconds, Cost: 30 mana.
Direct Hit (Musket Attack) (LV.MAX): Each shot you take deals an additional physical damage equal to 20% of the total damage value of the attack and increases the power effect of the shot by 30%, and each hit adds a layer of 'Shattered Armor' to the target, reducing the target's total armor by 5 points and stacking up to a maximum of 3 stacks. Duration: 15 seconds, Cooldown: 90 seconds, Cost: 20 mana.
Camouflage Armor (Musket Defense) (LV.MAX): Adds a camouflage coat to self, which will mislead all eyes looking at you when you are stationary, making it much less likely to see through your concealment. Duration: 25 seconds, Cooldown: 90 seconds, Cost: 20 mana.
Equip:
(1) Fool's Wisdom (Growth Lv.20) (Rifle) (Soul Binding)
Weight: 8.6kg, Robust: 8, Durability: 125/125
Physical Damage: 50-50 (Type: Piercing)
Strength Effect: 25
Strength +3
Constitution +2
Dexterity +3
Dexterity +4
Soul Equipment (Passive): The attributes provided by this equipment will be treated as a direct increase in the naked attributes.
One-Hit Penetration (Passive): If the weapon's shot successfully breaks through all of the target's defenses, it deals 20% more Physical Damage and 20% more Strength Damage.
Lock-on Strike (Passive): Aiming at a target for 5 seconds will automatically lock onto the target and grant a 20-point hit modifier to the next shot, and the shot will ignore 50% of the shield and defense spell effects.
Finishing Bullet (Active): The next shot will use a special bullet, which will deal double the final damage. Cool: 60 minutes.
(2) 'Shadow Embrace' (Rare) (Full Body Leather Armor)
Weight: 4kg, Robust: 4, Durable: 85/85
Equipment Requirements: Dexterity: 10, Dexterity: 10, Constitution: 6
Armor: 5
Dexterity +2
Dexterity +2
Gain +1 Constitution
Shadow Coil (Passive): Concealment modifier +12, increased concealment effects attached to concealment skills.
Amethyst Will (Passive): All skills gain a 10% cooldown reduction, all skills reduce mana cost by 20%, increase the damage of all skills by 8%, and increase all elemental affinity by 4%.
(Shadow Embrace: 8/8) Set Effect Activated: Unseen Shadow (Active): Turns invisible for 12 seconds, increases movement speed by 15%, and exits stealth after attacking or using skills and items. Cool: 60 minutes.